It’s been a while since I posted here, but that changes today.
I wanted to start these because I’m not sure how many of you follow the game on the Daitomodachi Labs YouTube or TikTok. So I wanted to post updates here too.
For this first Devblog, I’ll talk about what I’ve been working on for the past 4 months and share the roadmap for the game.
Her missile attack can sometimes fire 2 missiles instead of 1
Her flamethrower can randomly burn the ball
Stronger weapons have a higher chance of locking. Missiles only have a small chance, while stronger moves like the flamethrower lock more often.
For example:
Her Legando move was inspired by Chun-Li’s Spinning Bird Kick
Her Pyrodancer move was inspired by Sanji’s Diable Jambe
She uses lots of large AOE attacks that can hit the ball many times or weaken it.
So I’ve been balancing it to make it fair. Right now, Dressa is the last character that still needs her full combo system finished.
A lot of people wondered how the combat could stay fun when you’re hitting a ball over and over again.
Boss Rounds work a little like Boss Blinds in Balatro and...
For example:
The ball might get a shield you have to break first
The ball could freeze you if it lands
The ball could even steal one of your power-ups
On Easy and Normal Mode, Boss Rounds happen every third round.
On Hard Mode?
EVERY round is a Boss Round.
Every character can slam the ball into the ground.
Normally, hitting the ground would make you lose a try…
I’m still trying to add more upgrades that reward Slams without making them overpowered.
For example:
The B20 ball gives random buffs or debuffs.
Another ball adds a style meter that rewards skillful play.
A bucket of chicken gives you a random buff but you have to restock it in the rewards screen.